import math import random from dcs.task import * from game import * from game.event import * from game.event.frontlineattack import FrontlineAttackEvent from game.operation.insurgentattack import InsurgentAttackOperation from .event import * class InsurgentAttackEvent(Event): SUCCESS_FACTOR = 0.7 TARGET_VARIETY = 2 TARGET_AMOUNT_FACTOR = 0.5 STRENGTH_INFLUENCE = 0.1 @property def threat_description(self): return "" @property def tasks(self): return [CAS] def flight_name(self, for_task: typing.Type[Task]) -> str: if for_task == CAS: return "Ground intercept flight" def __str__(self): return "Destroy insurgents" def skip(self): self.to_cp.base.affect_strength(-self.STRENGTH_INFLUENCE) def is_successfull(self, debriefing: Debriefing): if self.game.player_name == self.attacker_name: attacker_country = self.game.player_country else: attacker_country = self.game.enemy_country killed_units = sum([v for k, v in debriefing.destroyed_units[attacker_country].items() if db.unit_task(k) == PinpointStrike]) all_units = sum(self.targets.values()) attackers_success = (float(killed_units) / (all_units + 0.01)) > self.SUCCESS_FACTOR if self.from_cp.captured: return attackers_success else: return not attackers_success def player_defending(self, flights: db.TaskForceDict): assert CAS in flights and len(flights) == 1, "Invalid flights" suitable_unittypes = db.find_unittype(Reconnaissance, self.attacker_name) random.shuffle(suitable_unittypes) unittypes = suitable_unittypes[:self.TARGET_VARIETY] typecount = max(math.floor(self.difficulty * self.TARGET_AMOUNT_FACTOR), 1) self.targets = {unittype: typecount for unittype in unittypes} op = InsurgentAttackOperation(game=self.game, attacker_name=self.attacker_name, defender_name=self.defender_name, from_cp=self.from_cp, departure_cp=self.departure_cp, to_cp=self.to_cp) op.setup(target=self.targets, strikegroup=flights[CAS]) self.operation = op